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@@ -9,86 +9,67 @@
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USING_NS_CC;
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using namespace std;
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-AppDelegate::AppDelegate() {
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-
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+AppDelegate::AppDelegate () {
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+
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}
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-AppDelegate::~AppDelegate()
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-{
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+AppDelegate::~AppDelegate () {
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}
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-bool AppDelegate::applicationDidFinishLaunching() {
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- // initialize director
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- CCDirector* pDirector = CCDirector::sharedDirector();
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- CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
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-
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- pDirector->setOpenGLView(pEGLView);
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-
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- // Set the design resolution
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- pEGLView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
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-
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- CCSize frameSize = pEGLView->getFrameSize();
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-
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- vector<string> searchPath;
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-
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- // In this demo, we select resource according to the frame's height.
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- // If the resource size is different from design resolution size, you need to set contentScaleFactor.
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- // We use the ratio of resource's height to the height of design resolution,
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- // this can make sure that the resource's height could fit for the height of design resolution.
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-
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- // if the frame's height is larger than the height of medium resource size, select large resource.
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- if (frameSize.height > mediumResource.size.height)
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- {
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- searchPath.push_back(largeResource.directory);
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-
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- pDirector->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
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+bool AppDelegate::applicationDidFinishLaunching () {
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+ CCDirector* director = CCDirector::sharedDirector();
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+
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+ CCEGLView* view = CCEGLView::sharedOpenGLView();
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+ director->setOpenGLView(view);
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+ view->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, kResolutionNoBorder);
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+
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+ // In this demo, we select resource according to the frame's height.
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+ // If the resource size is different from design resolution size, you need to set contentScaleFactor.
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+ // We use the ratio of resource's height to the height of design resolution,
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+ // this can make sure that the resource's height could fit for the height of design resolution.
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+
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+ vector<string> searchPath;
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+ CCSize frameSize = view->getFrameSize();
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+ if (frameSize.height > mediumResource.size.height) {
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+ // if the frame's height is larger than the height of medium resource size, select large resource.
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+ searchPath.push_back(largeResource.directory);
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+
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+ director->setContentScaleFactor( //
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+ MIN(largeResource.size.height / designResolutionSize.height, //
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+ largeResource.size.width / designResolutionSize.width));
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+ } else if (frameSize.height > smallResource.size.height) {
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+ // if the frame's height is larger than the height of small resource size, select medium resource.
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+ searchPath.push_back(mediumResource.directory);
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+
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+ director->setContentScaleFactor( //
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+ MIN(mediumResource.size.height / designResolutionSize.height, //
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+ mediumResource.size.width / designResolutionSize.width));
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+ } else {
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+ // if the frame's height is smaller than the height of medium resource size, select small resource.
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+ searchPath.push_back(smallResource.directory);
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+
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+ director->setContentScaleFactor( //
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+ MIN(smallResource.size.height / designResolutionSize.height, //
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+ smallResource.size.width / designResolutionSize.width));
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}
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- // if the frame's height is larger than the height of small resource size, select medium resource.
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- else if (frameSize.height > smallResource.size.height)
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- {
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- searchPath.push_back(mediumResource.directory);
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-
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- pDirector->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
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- }
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- // if the frame's height is smaller than the height of medium resource size, select small resource.
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- else
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- {
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- searchPath.push_back(smallResource.directory);
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-
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- pDirector->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
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- }
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-
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- searchPath.push_back("common");
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- // set searching path
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- CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
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-
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- // turn on display FPS
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- pDirector->setDisplayStats(true);
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-
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- // set FPS. the default value is 1.0/60 if you don't call this
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- pDirector->setAnimationInterval(1.0 / 60);
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-
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- // create a scene. it's an autorelease object
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- CCScene *pScene = ExampleScene::scene();
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-
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- // run
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- pDirector->runWithScene(pScene);
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-
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- return true;
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+
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+ searchPath.push_back("common");
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+ CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
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+
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+ director->setDisplayStats(true);
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+ director->setAnimationInterval(1.0 / 60);
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+ CCScene *pScene = ExampleScene::scene();
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+ director->runWithScene(pScene);
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+
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+ return true;
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}
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-// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
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-void AppDelegate::applicationDidEnterBackground() {
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- CCDirector::sharedDirector()->stopAnimation();
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-
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- // if you use SimpleAudioEngine, it must be pause
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- // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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+void AppDelegate::applicationDidEnterBackground () {
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+ CCDirector::sharedDirector()->stopAnimation();
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+ // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
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}
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-// this function will be called when the app is active again
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-void AppDelegate::applicationWillEnterForeground() {
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- CCDirector::sharedDirector()->startAnimation();
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-
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- // if you use SimpleAudioEngine, it must resume here
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- // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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+void AppDelegate::applicationWillEnterForeground () {
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+ CCDirector::sharedDirector()->startAnimation();
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+ // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
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}
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